Descent into Avernus

(Jeff_L) #1

DEMON GRINDE R


A Demon Grinder is a bulky, armored coach that rum-


bles loudly as it crushes obstacles and enemies in its


path with the help of a swinging wrecking ball. Iron


jaws are mounted on the front of the vehicle, which


handles like a garbage truck. SCAVENGER


lll'•••mm•~~erJi'!iiii::;,-:!-'iit*~z:·:::-....::,,liiiiiiiiiiillllm•••llllllE The Scavenger handles like a small bus and is used to


DEMON GRINDER sift through battlefield detritus for scrap metal and other


materials worth salvaging. Attached to the back of the


Gargantuan vehicle (l2,000 lb.) vehicle is a s winging crane with an iron grappling claw


Creature Capacity 8 Medium creatures
Cargo Capacity l ton
Armor Class 19
Hit Points 200 (damage threshold 10, mishap threshold 20)
Speed l 00 ft.

STR
18 (+4)

DEX
10 (+O)

CON
18 (+4)

INT
0

Damage Immunities fire, poison, psychic

WIS
0

CHA
0

Condition Immunities blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned, stunned, unconscious

Crushing Wheels. The Demon Grinder can move through the
space of any Large or smaller creature. When it does, the crea·
ture must succeed on a DC 11 Dexterity saving throw or take^22
(4dl0) bludgeoning damage and be knocked prone. If the crea-
ture was already prone, it takes an extra 22 (4dl0) bludgeoning
damage. This trait can't be used against a particular creature
more than once each turn.
Magic Weapons. The Demon Grinder's weapon attacks
are magical.
Prone Deficiency. If the Demon Grinder rolls over and
falls prone, it can't right itself and is incapacita ted until
Aipped upright.

ACTION STAT IO N S
Helm (Requires 1 Crew and Grants Three-Quarters Cover).
Drive and steer the Demon Grinder.
Chomper (Requires 1 Crew and Grants Half Cover). Melee
Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6
+ 4) piercing damage. A target reduced to 0 hit points by this
damage is ground to bits and spit out through pipes on both
sides of the Demon Grinder. Any nonmagical items the target
was holding or carrying are destroyed as well.

Wrecking Ball (Requires^1 Crew and Grants Half Cover). Melee
Weapon Attack: +9 to hit, reach^15 ft., one target. Hit:^40 (8d8 +
4) bludgeoning damage. Double the damage if the target is an
object or a structure.

2 Harpoon Flingers (Each Station Requires^1 Crew and Grants
Half Cover). Ammunition: 10 harpoons per station. Ranged
Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8)
piercing damage.

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fastened to the end of a winch and a SO-foot-long chain.


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SCAVENGER
Huge vehicle (9,000 lb.)

Creature Capacity 8 Medium creatures
Cargo Capacity 2 tons
Armor Class 20 (19 while motionless)
Hit Points 150 (damage threshold 10, mishap threshold 20)
Speed 100 ft.

STR
20 (+5)

DEX
12 (+l)

CON
20 (+5)

INT
0

Damage Immunities fire, poison, psychic

WIS
0

CHA
0

Condition Immunities blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned, stunned, unconscious

Crushing Wheels. The Scavenger can move through the space
of any Large or smaller creature. When it does, the creature
must succeed on a DC 12 Dexterity saving throw or take 16
(3dl0) bludgeoning damage and be knocked prone. If the crea·
ture was already prone, it takes an extra^16 (3dl0) bludgeoning
damage. This trait can't be used against a particular creature
more than once each turn.
Magic Weapons. The Scavenger's weapon attacks are magical.

Prone Deficiency. If the Scavenger rolls over and falls prone, it
can't right itself and is incapacitated until Aipped upright.

ACTION STATIONS
Helm (Requires 1 Crew and Grants Three-Quarters Cover).
Drive and steer the Scavenger.
Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee
Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The tar-
get is grappled (escape DC 12). If the target is a creature, it is
restrained until the grapple ends.
The grappling claw can grapple only one target at a time, and
the claw's operator can use a bonus action to make the claw
release whatever it's holding.

2 Harpoon Flingers (Each Station Requires 1 Crew and Grants
Half Cover). Ammunition:^10 harpoons. Ranged Weapon Attack:
+6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) pierc-
ing damage.

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APPENDIX B I INFERNAL WAR MACHINES
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